MERPIS
Smash Lord
Yo does anyone have footage of back throw? It apparently kills according to some one on the competitive discussion
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I think that’s based on what I’ve written here. I’ve personally seen it kill Pichu (now confirmed lightest char in the game) at 80% on the edge of the stage, but the Pichu was 100% DIng outwards. That said, I don’t know just how much DI can hinder the throw but if it’s killing at 80%, I would assume with correct DI it still kills Pichu sub 100% (this is an assumption) which would mean that maybe it can kill midweight charactera around 120% with correct DI (at the corner), so sort of a Mario B-Throw kind of thing. We will have to see whether I am right or wrong.Yo does anyone have footage of back throw? It apparently kills according to some one on the competitive discussion
Oh please let it be trueWolf can angle Side-B up and down
It all depends on how much DI actually affects the attack.Oh please let it be true
Also, if Wolf's bthrow does kill that early then he'll be the only starfox character with an actually viable kill throw (Looking at you, Falco's bthrow laser)
It's animation and damage count definitely make it seem like a stronger throw. Kinda how you can tell with Mewtwo's uthrow, they both just look strong...
That bthrow is lucas or toon link tier, it even got a damage buff from 7 to 11.5It all depends on how much DI actually affects the attack.
And the angle thing is 100% true since it’s a tip on the game’s loading screen. The question now is more: how much can he angle it?
If the angle is substantial then it could make his recovery go from horrible to amazing since he will lose the one thing making his recovery extremely bad - the fact that it’s extremely linear/predictable.
I’ve seen Wolf land U-Air on Snake at 130% and not kill (granted Snake is probably top 10 heavyweight), so I wouldn’t call it a kill move. I think it can kill if you use platforms and such to gain more height, but you won’t be netting many kills with it in general. Just like F-Air, it seems to be more of a juggle tool.That bthrow is lucas or toon link tier, it even got a damage buff from 7 to 11.5
Also I doubt that his recovery is gonna be that booty buttcheeks with that good air speed and up b still having directions despite the mediocre distance.
But on the topic of kill moves, is it possible that uair might kill now? Apparently its much stronger according to smashwiki..
It'll probably still be good, Wolf's recovery reminds me a lot of mii brawler's recovery, just toned down a bit, with side b and his air speed returning to the stage shouldn't be too difficult but you're gonna need to conserve that double jump.Just tested the angling, it’s actually very minimal, if I were to guess it’s something like 45 / 35 / 25 where 35 is the default angle.
The angles are ****ing perfect though for on-stage fighting. Angled Up auto lands on platforms sort of like scarring. Angled down can hit opponents on the ground. It’s amazing. Idk just how much it will affect recovery though since the angles aren’t that much different.
Correct.Correct me if I;m wrong but wasn't that what happened in Brawl?
News to me and I played a lot of brawl and PM! Still awesome!Correct.
omg.. his up really is disgusting now. He didn't need that range nerf at all. wtfCorrect.
Took Thursday off with PTO, I work 4 10's so i already had fri/sat/sun off so its gonna be a good 4 days beating my casual friends with Wolf like its 2008 againKuroganeHammer left us a message on his site lol. Thanks for doing all the data mining homie, love ya <3
We're so close, only 8 days left! What's everyone up to on launch day, got any Smashfests planned? Most people I know are trying to take Friday off, it's almost like it's a minor religious holiday or something
Nop. It has new functions such as invul glowing, staling, enemy DI (random), fixed %s, making enemy do f-smash, showing launch trajectory predictions, but no record... Still a few years behind.Chibi-Chan and Chiroz , does training mode in Ultimate have a record function? One thing that the training modes of Smash lacked that other fighting games have had for a while was the ability to record a set of actions for the CPU to do. Without that, it makes it harder if not maybe impossible without a friend to check for DI or how to deal with certain situations, moves, and so on.
That Wolf needs to learn how to grab. Peach was shield happy and he kept using aerials then getting punished or backing off.Finally I get to see gameplay of my two mains against each other.
https://www.youtube.com/watch?v=u5ACw57w_H8
Indeed that Wolf player was terrible but I think I found my new colour for Wolf that black and red is hot on him.That Wolf needs to learn how to grab. Peach was shield happy and he kept using aerials then getting punished or backing off.
Called it!Indeed that Wolf player was terrible but I think I found my new colour for Wolf that black and red is hot on him.
I noticed that too when I looked back at the video and its even better I love me some Zero Suit WolfI am actually going to be using the orange one. I don’t like the black/red when it’s moving. They made the undershirt and pants the same shade of black as the jacket so when Wolf is moving around it blends in and loses most of it’s detail, makes it look like Wolf is using a spandex suit like ZSS as opposed to a jacket.
Thanks. This pokemon stall match with Celestella and Venussaur was getting boring.20 min of Wolf here
https://www.youtube.com/watch?v=DxDnl0DLXg8
I kind of expected that was the case and it's a shame. I get that Smash isn't supposed to be geared towards pure competition or having all these technical things, but practice, regardless of whatever game it is, is still useful and having extensive training modes helps everyone. For example, one of the issues hack 'n' slash games like Devil May Cry, God of War, and Ninja Gaiden had back then was that you couldn't really practice beyond learning moves. If you wanted to train against specific enemies, specific situations, and so on, you had to go to the level or area that had those enemies, situations, or whatever and in most cases, getting there is also a pain when there might not be a checkpoint or there might not even be a level select. I don't remember if the God of War games had level selects or if they were completely linear. Bayonetta is the first hack 'n' slash game that I know of that had a training room where even though it wasn't much, having one enemy to practice combos on or the ability to practice or try out moves and gear before you buy them and I think even after buying them is still really useful. DmC: Devil May Cry had that as well and DMCV is going beyond that by letting you choose enemies that you've fought before.Nop. It has new functions such as invul glowing, staling, enemy DI (random), fixed %s, making enemy do f-smash, showing launch trajectory predictions, but no record... Still a few years behind.
If you think that's bad wait until you play Dark Souls.For example, one of the issues hack 'n' slash games like Devil May Cry, God of War, and Ninja Gaiden had back then was that you couldn't really practice beyond learning moves. If you wanted to train against specific enemies, specific situations, and so on, you had to go to the level or area that had those enemies, situations, or whatever and in most cases, getting there is also a pain when there might not be a checkpoint or there might not even be a level select.
I've played Demon's Souls and Bloodborne before and they're not as bad as Bayonetta, Castlevania: Lord of Shadows, DMC, God of War, or Ninja Gaiden. For one, they have different paces where Demon's/Dark Souls, Bloodborne, Nioh, and similar games are slower and their combat is more methodical in a sense you have to learn when to strike and when not to. You also have more time to think because of that. Hack 'n' slash games are faster, some of them throw mobs of enemies at you, some of them have the sin known as quick time events, and they have more extensive move lists where some combos are really useful like the Izuna Drop is the bread and butter combo when it grants you invincibility during the drop. And on the harder difficulties, you can take similar if not more damage than in Demon's/Dark Souls, Bloodborne, Nioh, whatever. DMC4 and DmC have the Hell or Hell mode where you will die in one hit, but the enemies will behave like they are on hard difficulty. There's also the Heaven or Hell mode in some of the DMC games where everything dies in one hit which can make things really easy or really hard.If you think that's bad wait until you play Dark Souls.
That sucks. I'm not into hack and slash games so idk most of them. DS1 in particular was really bad with checkpoints. Especially my first time through when I played blind and missed several hidden bonfires. I had to run all the way through the catacombs because I didn't know you can survive the drop into the area with the blacksmith guy. But even knowing all the check points it's still a pain to speedrun past all the enemies that respawn in several places to get to bosses like Seath or Nito. DS3 had some unnecessary bonfires (so did DS1 to be fair) but at least it had enough.I've played Demon's Souls and Bloodborne before and they're not as bad as Bayonetta, Castlevania: Lord of Shadows, DMC, God of War, or Ninja Gaiden. For one, they have different paces where Demon's/Dark Souls, Bloodborne, Nioh, and similar games are slower and their combat is more methodical in a sense you have to learn when to strike and when not to. You also have more time to think because of that. Hack 'n' slash games are faster, some of them throw mobs of enemies at you, some of them have the sin known as quick time events, and they have more extensive move lists where some combos are really useful like the Izuna Drop is the bread and butter combo when it grants you invincibility during the drop. And on the harder difficulties, you can take similar if not more damage than in Demon's/Dark Souls, Bloodborne, Nioh, whatever. DMC4 and DmC have the Hell or Hell mode where you will die in one hit, but the enemies will behave like they are on hard difficulty. There's also the Heaven or Hell mode in some of the DMC games where everything dies in one hit which can make things really easy or really hard.
The checkpoint systems are different depending on the game. Demon's/Dark Souls, Bloodborne, Nioh, and so on have the same checkpoint systems where you respawn at the game's respective bonfire, so you can quickly get back into the fight and some of them are right next to a boss room or an area with certain enemies. You also usually respawn with full health and all your game's respective Estus Flasks. Demon's Souls didn't have Estus Flasks. In DMC, you needed to use yellow orbs to go back to revive at a checkpoint or golden orbs to revive wherever you died. If you didn't have either or it felt pointless to use it like you just died in the first area of the level, then back to the beginning of level you go. In Ninja Gaiden, you save at dragon statues where on the first time you do so, it restores your health, but on your next saves, it doesn't meaning you could screw yourself over by saving again after a fight where you lost too much health. Sometimes, especially if you know what's going to happen in the next areas, you might have to choose between skipping your first save and dealing with those rooms, or saving, having your health restored, and seeing if you can deal with the rest of the areas before another statue. On the lower difficulties where Ninja Gaiden is still pretty hard, it's not that big of a deal, but on harder difficulties, it can matter when enemies do more damage and take more damage.
Wolves are my favorite animal, and Wolf is my 2nd favorite Star Fox character. He was a main in Brawl.Just a random throwing-it-out-there question: at what point did any of you decide that Wolf was your main or secondary in Smash?